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Oz Team Fortress Updated, HL map support + Mvdsv functions
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Mercury



Joined: 06 Oct 2002
Posts: 140
Location: Adelaide, Australia

PostPosted: Fri Mar 21, 2003 1:18 am    Post subject: Oz Team Fortress Updated, HL map support + Mvdsv functions Reply with quote

Download Oz Team Fortress 1.21

Practice Mode:
New mode added where the player has unlimited ammo, health, grenades, and will not require reloading.

CTF Flag Support:
CTF Flags have been added which includes flag meshing to player model upon grabbing a flag.

Screenshots

Requires the flag.mdl

Sentry Gun Updated:
Team Fortress 2.9 Sentries are now the default sentry gun. You can change this using the sgtype command.

New Setinfo Key added:
There is a new setinfo key added called "tfk" which intelligently allows you to enable 4 options at once. The reason this was added is to lower the setinfo strings which can cause some problems for many clients. This setinfo will only work on connect, and will not affect any current setinfo setting. The options are:

1 = Class help off
2 = Exec Class script
4 = Exec Map script
8 = Sbar on

To enable more then 1 option, simply add the numbers together.

New Alias Commands:
SHOWFPS- this will show the fps, and current timing speed of all players in the server
SHOWFRAGS - (previously fraglist) will print a list of statistics

New Admin commands:
PRACTICE - this will toggle practice modem, requires map restart.
SGTYPE - toggles sentry gun mode
FLAG_MODEL - this will toggle the flag model between map default, tf flag, tf standard and the new CTF flags.

Localinfos added:
FLAG_SOLID - (on/off) this will make the tf_goal entitiy solid despite what the map setting is.
FLAG_DROP - (on/off) this will allow all tf_goal entities to be droped using the dropitems command. Old keys that could not be dropped in TF2.9 can be dropped in this version.
FLAG_MODEL (0/1/2/3) sets flag model to tf_goals. 0 = map default, 1 = tf flag, 2 = tf standard, 3 = Ctf flag.
PRACTICE - (on/off) will toggle practice mode, requires map restart.
SENTRYTYPE - (0,1) toggles between 0, TF2.9 sentry guns, and 1, Oztf Sentry Guns.
VOTETIME - (time in minutes) This will disable any players from using the break command with a time specifed. Break and Elect commands have also added proctection to prevent spamming.

Fixes:
autoteam bug.
ID incorrect numeric values.
Random pc, choosing the same class.
Showfrags positiong.

For more info please visit the Oztf site
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New Oz TeamFortress mod

http://ap.qgl.org/mercury/


Last edited by Mercury on Wed Jul 02, 2003 3:05 pm; edited 2 times in total
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Mercury



Joined: 06 Oct 2002
Posts: 140
Location: Adelaide, Australia

PostPosted: Sat Apr 05, 2003 7:44 pm    Post subject: Reply with quote

Download Oz Team Fortress 1.22


Changes:
Startmatch procedure updated, to print last 10 seconds to console and darken.
Concussion grenade updated, default concussion grentype is set to TF2.9, see grentype localinfo below.

Localinfo's Added:
GRENTYPE: (0,1) Setting to 1 will enable OZTF type grenades. TF2.9 grenades are default.
NOITEMS: (0-7) This localinfo will allow you to disable mulitple items...

1 = Disable Gren1's
2 = Disable Gren2's
4 = Disable Detpacks

To enable more then 1 option, simply add the numbers together.

Fixes:
Normal Concussion
Spaz4 excessive precache.
Dissect flags.
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Mercury



Joined: 06 Oct 2002
Posts: 140
Location: Adelaide, Australia

PostPosted: Fri May 02, 2003 2:39 pm    Post subject: Reply with quote

Coming soon:

Half-life Counterstrike and TFC map support.

Fuh is current working on a client with hl map support and will be released at a later date (around a month so dont pester him).

In the mean time Oztf will also be updated in order to play the maps with the new entities.

Soccer goals have been fixed thanx to the new code.

Bomb site entity has been changed to func_bomb_target (cs entity).

TFC maps contain a few extra entities like func_nogrenades.
Func_nogrenades allows you to specify an area where you do not want players to throw grenades. An example of this is 2fort respawn. Another feature is func_nobuild which disables anying building from engineer. These entites have been added and will can work with normal quake maps.


Below is screenshots of some of the half-life maps loaded in fuhquake (to lazy to get sky's working but they do work):

TFC maps:
fq-hl001.jpg
fq-hl002.jpg
fq-hl003.jpg
fq-hl004.jpg
fq-hl005.jpg
fq-hl006.jpg

fq-hl018.jpg
fq-hl019.jpg
fq-hl020.jpg
fq-hl021.jpg

fq-hl022.jpg
fq-hl023.jpg

fq-hl024.jpg

CS maps:
fq-hl007.jpg
fq-hl008.jpg
fq-hl009.jpg
fq-hl010.jpg
fq-hl011.jpg

fq-hl012.jpg
fq-hl013.jpg

fq-hl014.jpg
fq-hl015.jpg
fq-hl016.jpg
fq-hl017.jpg

fq-hl025.jpg

fq-hl026.jpg
fq-hl027.jpg
fq-hl028.jpg

fq-hl029.jpg
fq-hl030.jpg
fq-hl031.jpg
fq-hl032.jpg
fq-hl033.jpg
fq-hl034.jpg
fq-hl035.jpg
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Ba`alzamon



Joined: 20 Mar 2003
Posts: 112

PostPosted: Fri May 02, 2003 3:29 pm    Post subject: Reply with quote

nice Smile
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Klaymen



Joined: 01 May 2003
Posts: 96

PostPosted: Fri May 02, 2003 10:08 pm    Post subject: Reply with quote

oh fkn sweet Razz, hl map support basically means a fukload of new maps and noone needs to make em Wink
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oldman



Joined: 10 Sep 2002
Posts: 636

PostPosted: Fri May 02, 2003 11:34 pm    Post subject: Reply with quote

do func_ladder and func_water properly work?
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fuh
Almighty King


Joined: 07 Sep 2002
Posts: 2086

PostPosted: Fri May 02, 2003 11:51 pm    Post subject: Reply with quote

func_water works, except there is no custom phsyics for it like there is in CS (but who cares).

Ladders work, but in a custom way. +jump climbs the ladder, and the speed at which you go up is limited by cl_forwardspeed (so a hwguy doesnt go up ladders instantly). This is all subject to change.
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dkure



Joined: 26 Sep 2002
Posts: 861
Location: Sydney, Australia

PostPosted: Sat May 03, 2003 12:44 am    Post subject: Reply with quote

does duck work?

just cause i saw a the pic in the vent, however it was only at one end of the vent, not in the middle, so it looks like there is no duck.
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oldman



Joined: 10 Sep 2002
Posts: 636

PostPosted: Sat May 03, 2003 2:10 am    Post subject: Reply with quote

duck would need crouching anims and a hitbox change
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Spike



Joined: 19 Apr 2003
Posts: 144

PostPosted: Sat May 03, 2003 5:43 am    Post subject: Reply with quote

hitbox change?

What's the problem with that.

If fuh were to go through the player prediction code changing all of them hull[1]s to hull[pmvars.hullnum], and added a protocol enhancement, then crouching physics would work fine.

If you've got to use a modified engine to get hl maps working, why not go the whole hog and tweek networking too?

bung annother byte on sv_writeplayerstoclient
it should be the wanted hull number, with 128 added if you want to prevent gravity from moving the player - aka ladder.
It's extension 0x00000800 in my system, and requires pflags | (1<<15) when sent. If not sent, it's imagined as 1.
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oldman



Joined: 10 Sep 2002
Posts: 636

PostPosted: Sun May 04, 2003 3:19 am    Post subject: Reply with quote

i guess would be quite funky tbh

btw Mercury, will there be oztf quakec source releases ever? :]
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fuh
Almighty King


Joined: 07 Sep 2002
Posts: 2086

PostPosted: Sun May 04, 2003 3:32 am    Post subject: Reply with quote

oldman wrote:
i guess would be quite funky tbh

btw Mercury, will there be oztf quakec source releases ever? :]


merc can answer himself but I think it was a condition of robin walker's that it not be released to anyone else, and that it not be called tf 3.0 etc. Yes it's nice being friends with the creator of TF.
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oldman



Joined: 10 Sep 2002
Posts: 636

PostPosted: Sun May 04, 2003 8:37 am    Post subject: Reply with quote

:(
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b



Joined: 28 Jan 2003
Posts: 215

PostPosted: Mon May 05, 2003 2:04 am    Post subject: Reply with quote

are mod authors required to release source like client/server authors are?

i remember the whole mqwcl source fiasco and am curious is all; im not after tf source or anything Very Happy
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fuh
Almighty King


Joined: 07 Sep 2002
Posts: 2086

PostPosted: Mon May 05, 2003 2:06 am    Post subject: Reply with quote

b wrote:
are mod authors required to release source like client/server authors are?

i remember the whole mqwcl source fiasco and am curious is all; im not after tf source or anything Very Happy


nah they aren't. tf soruce has nothing to do with id's quake source. author can do whatever he wants with it.
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Mercury



Joined: 06 Oct 2002
Posts: 140
Location: Adelaide, Australia

PostPosted: Mon May 05, 2003 2:11 pm    Post subject: Reply with quote

If u want specific source to help you with something then i can be helpful. If it would be tf based source then I would be reluctant to give it out.

I am also in need of someone to make some lmp type graphics for fuhquake or quake in general. Even just a console back ground for Oztf would be helpful. Please message me for further detail.

Im going to release a beta source that should work with spikes client. Ill give instructions on how to get it working.
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b



Joined: 28 Jan 2003
Posts: 215

PostPosted: Mon May 05, 2003 7:24 pm    Post subject: Reply with quote

i meant mod authors in general, not the tf author specifically

surely the tf source is modified from, or uses some of, the source for id's progs.dat/qwprogs.dat?

meh
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comm



Joined: 09 Sep 2002
Posts: 26

PostPosted: Thu May 15, 2003 8:53 am    Post subject: qwprogs.dat Reply with quote

They have been readily aviable for years, you can do what ever you want with them, there just the mod code, there free but the authors dont have to give out the source files.
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b



Joined: 28 Jan 2003
Posts: 215

PostPosted: Thu May 15, 2003 9:58 pm    Post subject: Reply with quote

huh?
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Mercury



Joined: 06 Oct 2002
Posts: 140
Location: Adelaide, Australia

PostPosted: Tue May 20, 2003 1:33 pm    Post subject: Reply with quote

I have also added many new entities such as the ones in the first Quake Mission pack hipnotic. Hipnotic has many cool entities such as hipnotic clock, earthquake, rotating doors, trains (can ride around a circuit) , rotating platforms.

also adding a custom light entity and custom soun, for obvious uses.
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